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What If... Overwatch 3?

What If... Overwatch 3?

Do you like April Fools and Community Crafted gamemodes? Or even Quick Play: Hacked events like Kingmaker? Then this is probably the gamemode for you!

Now imagine that Overwatch 2 were to release another sequel, what if... Overwatch 3 happened?
Would the format be 5v5? Would the heroes be the same? Would it have PvE? Well those are all good questions and maybe this gamemode can answer some of them.

In this version of Overwatch, you'll play with new and upgraded abilities that are aimed at making heroes interesting in novel ways.

New updates will introduce additional heroes along with changes for existing ones.
So, if information about a specific hero cannot be found here, make sure to view the update log.

The hero roster, as of version 1.0.1.1, consists of the following:



NEW FEATURES

4v4

Team composition now consists of 4 players on each team, using the Open Queue ruleset, and with a limit of at most 2 of each role (Max 2).

Role passives remain the same on each role, but the removal of a player on each team has allowed for multiple hero reworks and changes in general. Every hero is now more impactful and fun to play, with a focus on damage for every role. Tank heroes get to be less demanding of healing resources, while Damage and Support heroes see upgrades to their mobility and utility.

GENERAL UPDATES

Spawn System Changes

  • Default respawn time reduced from 12 to 10 seconds.
  • Wave respawn window reduced from 6 to 4 seconds.

HERO UPDATES

Note: Some of the values for the following changes are adujstable in the workshop settings.

TANK

DOOMFIST
Power Block is an intriguing approach to allow for Rocket Punch's lethality to stay present under certain conditions. That being said, it remains a fairly predictable and repetitive way of achieving so. These changes encourage using the ability to negate high instances of damage over a shorter period of time. Additionally, Seismic Slam receives some tuning, making it a better engage tool, presenting Doomfist with more options, and providing aid following up on it.
  • Base health reduced from 375 to 325.
  • Base armor increased from 0 to 75.
Seismic Slam
  • Cooldown increased from 6.5 to 7 seconds.
  • Cooldown is now reduced by 1 second per enemy hit.
  • Now also knocks up enemies hit.
Power Block
  • Maximum duration reduced from 2.5 to 1.5 seconds.
  • Minimum damage mitigated required to empower Rocket Punch reduced from 100 to 60.
Meteor Strike
  • Now instantly replenishes armor.
HAZARD
The aggressive nature of Hazard calls for the use of combos and relying on weapon shots. This additional damage source should incentivize players to use Spike Guard primarily as a sustain tool since less damage is required to successfully kill a target.
Bonespur
  • Ammo reduced from 8 to 6.
Spike Guard
  • Maximum duration reduced from 3 to 2 seconds.
  • Movement speed penalty reduced from 50 to 40%.
  • Now restores health equal to 50% of damage dealt to heroes.
Violent Leap
  • Cooldown reduced from 6 to 5 seconds.
Jagged Wall
  • Health reduced from 400 to 300.
NEW! Scratch (Passive)
  • Abilities now apply a decaying damage-over-time effect to heroes, over 3 seconds.
  • Total damage is 60, at a rate of 30, down to 10, per second.
  • Effect does not stack but resets once reapplied.
JUNKER QUEEN
Wound uptime is key for Adrenaline Rush to kick in. With these additional effects on wounds, keeping them up will be crucial to Junker Queen's survivability.
  • Base health reduced from 375 to 200.
  • Base shields increased from 0 to 200.
Adrenaline Rush
  • Wound damage self-healing multiplier reduced from 2.25x to 1.75x.
  • Wound self-healing now doubled when healing base health.
  • Wound and Scattergun damage now reduces ability cooldowns by 1s per 50 damage.
Commanding Shout
  • Cooldown increased from 12 to 16 seconds.
  • Overhealth reduced from 175 to 150.
Carnage
  • Cooldown increased from 8 to 10 seconds.
Jagged Blade
  • Cooldown increased from 6 to 8 seconds.
  • Duration increased from 3 to 4 seconds.
MAUGA
These changes allow Mauga to run around the map from cover to cover all the while applying pressure to enemies with damage. Reducing sustain potential from his raw health and with a focus on Overrun being his main ability, Cage Fight can be used as a defensive tool but also to catch unsuspecting preys. Additionally, his new ultimate reinforces the idea of the unstoppable force that is Mauga, allowing him to stay and commit to fights always gaining the upper hand.
  • Base health reduced from 425 to 350.
Incendiary & Volatile Chainguns
  • Ammo reduced from 300 to 250.
Cardiac Overdrive
  • Removed.
Cage Fight
  • No longer an ultimate. Now replaces Cardiac Overdrive as an ability.
  • Cooldown increased to 16 seconds.
  • Duration reduced from 8 to 3.5 seconds.
  • Barrier health reduced from 1500 to 450.
  • Barrier size reduced by 40%. Trapping area size remains the same.
NEW! Volcanic Stamp
  • New ultimate.
  • Smash down to and stomp the ground, creating shockwaves that knock down and then slow enemies while healing yourself.
  • 8-second duration, with 1 wave per second.
  • Radius is 8 meters.
  • Knockdown duration is 1.2 seconds.
  • Deals 70 damage on the first wave, then 40 per wave.
  • Heals Mauga for 40 every wave.
  • Also heals Mauga over time for 60 every second, even after leaving the radius.
  • 30% movement speed slow.
Berserker
  • Now grants shields instead of overhealth.
ORISA
Augmented Fusion Driver's overheating property is an original way to punish poor ammo usage. This aspect of Orisa will now be enhanced, with a goal to reintroduce various forms of skill expression, and reward better cooldown management.
  • Base health increased from 150 to 225.
  • Base armor reduced from 325 to 225.
Augmented Fusion Driver
  • Heat generation increased by 30%.
Energy Javelin
  • Cooldown increased from 6 to 7 seconds.
  • Now releases any heat generated by Fusion Driver.
Fortify
  • Cooldown reduced from 15.5 to 12 seconds.
  • Cooldown now begins when the ability ends instead of when it is activated.
  • Movement speed penalty removed.
  • No longer grants damage reduction.
  • Damage received is now dealt over 4 seconds, or at once when Fortify expires.
  • Now restores health at a rate of 35 per second.
Javelin Spin
  • Cooldown reduced from 8 to 7 seconds.
  • Now releases any heat generated by Fusion Driver.
  • Forward vertical momentum now also benefits from the increased speed.
Terra Surge
  • Ultimate charge cost reduced by 9%.
RAMATTRA
In actuality, Ramattra is not immensely impacted by the team format change and manages to retain most of his strengths. These small adjustments should enable him to shorten the gap to enemies when needed and improve his sustain, without necessarily calling for allied utility.
  • Base health increased from 250 to 300.
Void Barrier (Omnic Form)
  • Cooldown increased from 13 to 15 seconds.
Nemesis Form
  • Cooldown reduced from 8 to 7.5 seconds.
Annihilation
  • Duration increased from 3 to 4 seconds.
  • Now grants a 2-second burst of 20% movement speed after earning an elimination.
ROADHOG
Whether through his one-shot combo or through his predominant healing, Roadhog has without fail had an oppressive nature ever since his introduction. These changes aim to provide the utility he has always lacked, without taking power away from his heavy damage. They bring new ways to deny aggression and work best in tandem with his other abilities, for both defensive and offensive purposes.
  • Base health reduced from 600 to 550.
Scrap Gun
  • Ammo reduced from 6 to 5.
Take a Breather
  • Cooldown between usages increased from 1.25 to 3 seconds.
  • Resource regeneration rate increased from 10 to 15 per second.
  • Now reloads Scrap Gun ammo over the duration.
Pig Pen
  • Removed.
NEW! Erratic Burst
  • New ability replacing Pig Pen.
  • Toss a ball of scrap, amplifying healing on allies and damaging enemies caught.
  • Explosion radius is 5 meters.
  • Deals 60 explosion damage to enemies and 30 healing to allies.
  • Allies receive 50% increased healing and additionally heal when using Take a Breather.
  • Enemies caught take 30% increased damage from Scrap Gun and Whole Hog.
  • Effect duration is 3.5 seconds.
  • Cooldown is 12 seconds.
ZARYA
Amongst other things, Zarya's barriers provide a rather thorough protection for allies, removing negative effects and equipping them with invulnerability. With their impact now even greater, it is incentivized to reserve them for squishier allies, or targets of close-range enemy attacks.
Particle Cannon (Secondary Fire)
  • Ammo consumption reduced from 25 to 20.
Particle Barrier
  • Shared cooldown increased from 11 to 12 seconds.
  • Health reduced from 225 to 200.
  • Now heals up to 50 health over the duration.
  • Now knocks nearby enemies away once it expires or breaks.
Projected Barrier
  • Shared cooldown increased from 11 to 12 seconds.
  • Health reduced from 225 to 200.
  • Now heals up to 50 health over the duration.
  • Now knocks nearby enemies away once it expires or breaks.

DAMAGE

CASSIDY
Players have more options when it comes to dealing with Cassidy since not being locked to one role, with the ability to access a vaster amount of mitigation tools. His burst potential now proves more lethal; Flashbang also has more versatile use cases as a denying tool, without feeling too oppressive on the receiving end.
Peacekeeper (Fan the Hammer)
  • Damage increased from 45 to 50.
Flashbang
  • Now also briefly interrupts any action.
ECHO
Echo is a multirole, adaptive robot with the most sophisticated artificial intelligence in the world, originally designed by Dr. Mina Liao for use during combat missions with Overwatch.
  • Base health reduced from 225 to 150.
  • Base shields increased from 0 to 75.
Tri-Shot
  • Ammo reduced from 12 to 9.
Sticky Bombs
  • Explosion now applies a self-knockback of 7.5 meters per second.
  • Cooldown is now reduced by 1 second for every bomb dealing self-damage.
Flight
  • Cooldown increased from 6 to 7 seconds.
  • Cooldown is now halved when instantly canceled by Echo.
  • Flight speed increased from 8 to 10 meters per second.
NEW! Adaptive Shift
  • New ultimate.
  • Transfer your concsiousness to the targeted enemy, after replenishing shields and ammo and refreshing cooldowns. Reactivate to teleport behind them, dealing damage.
  • 8-second duration.
  • Duration and ultimate reset after eliminating the target.
GENJI
Genji was not previously affected by the global mobility changes; he will now join other mobile heroes with 225 HP. His damage output is also increased as he is now more punishable.
  • Base health reduced from 250 to 225.
Swift Strike
  • Cooldown reduced from 8 to 7 seconds.
Deflect
  • Cooldown increased from 8 to 12 seconds.
  • Eliminations and Dragonblade now reset the cooldown.
NEW! Wakizashi (Quick Melee)
  • Now deals an additional 40 critical damage after a 0.5 second delay.
MEI
The format changes should render Mei more oppressive overall. Some of her power and survivability has been transfered from her base health and general kit into Cryo-Freeze in order to make her more vulnerable, in addition to providing instantaneous and more consistent value out of the ability.
  • Base health reduced from 300 to 225.
  • Base shields increased from 0 to 50.
Endothermic Blaster
  • Ammo reduced from 140 to 100.
Cryo-Freeze
  • Cooldown reduced from 12 to 10 seconds.
  • Now instantly replenishes shields and 30 ammo.
Ice Wall
  • Health per pillar reduced from 250 to 150.
Blizzard
  • Ultimate cost reduced by 8%.
  • Number of ticks required to freeze reduced from 10 to 8.
PHARAH
As player count lessens, attention becomes a valuable resource; Pharah should be an easier target for opponents to manage, as they need one less hero to look at. These changes should still allow her to traverse the map and disrupt enemies with rockets from hard-to-contest angles and make Barrage less punishing when used.
Jet Dash
  • Cooldown reduced from 9 to 8 seconds.
  • Distance traveled reduced from 16 to 13 meters.
Jump Jet
  • Refuel amount increased from 50 to 100.
Concussive Blast
  • Explosion damage increased from 0 to 15.
Barrage
  • Now provides 75 shields for the duration.
  • Shields decay over 3 seconds after using Barrage.
Hover Jets
  • Fuel recharge rate increased by 20%.
SOJOURN
Sojourn is without a doubt extremely lethal in the right hands. Some of her damage has been transfered from her base Railgun shots to her ultimate, in order to increase its power. She also benefits from quality-of-life improvements to remove some inconsistencies and give players more choices.
Railgun Alt Fire
  • Damage scaling reduced from 20-120 damage to 1-100 damage.
Power Slide
  • Can now be canceled without jumping by pressing the ability key again.
Disruptor Shot
  • Cooldown reduced from 15 to 14 seconds.
Overclock
  • No longer plays a reload animation when casting with 0 ammo.
  • Maximum Railgun Alt Fire damage increased to 120 for the duration.
  • Ability cooldowns are now halved for the duration.
SOMBRA
The goal here is to minimize downtime for Sombra overall, while still giving the feeling of Stealth's impact. Translocator's minor changes should allow her to use it more often as a means to reposition, dodge etc. and finish off targets more easily while still leaving her vulnerable for small windows after Stealth expires. The utility-centered nature of Hack also gets to shine, along with some quality-of-life changes.
  • Base health reduced from 225 to 175.
  • Base shields increased from 0 to 50.
Hack
  • Cooldown increased from 6 to 7 seconds.
  • Ability lockout duration increased from 1 to 1.5 seconds.
  • Ability lockout effect now displayed on hacked target.
Translocator
  • Cooldown reduced from 6 to 5.5 seconds.
  • Can now perform a quick melee while the projectile is in flight.
Stealth
  • Bonus movement speed increased from 60 to 70%.
  • Health regeneration passive is now active for the duration of Stealth.
  • Now contests objective while active again.
TRACER
Tracer has remained fairly unchanged since her release. These changes should introduce fresh aspects to the hero that should both aid newer players and have the potential to be oppressive in the hands of more experienced players.
Recall
  • Now also restores any Blink used in the last 3 seconds.
NEW! Zip! (Passive)
  • Quick melee damage is increased by 50% after blinking, restoring the Blink and ammo.
  • Restores 20 ammo.
VENTURE
Venture's abilities are not only the bedrock of their character, but also a means to fulfill the fantasy of playing as an excavating, drill-wielding archeologist. Burrow now gets to be the cornerstone of Venture's kit, bettering its sustain and escape potential. Their weapon receives minor changes as well, to take after other weapons of the same type, in order to feel more intuitive.
Smart Excavator
  • Self-knockback speed increased from 1.5 to 6 meters per second.
  • Explosion self-damage increased from 0 to 15.
Drill Dash
  • Now drills through surfaces while burrowed.
  • Cooldown reduced from 8 to 7 seconds.
  • Cooldown acceleration while burrowed reduced from 90 to 60%.
Burrow
  • Duration reduced from 4 to 3.5 seconds.
  • Duration now resets when drilling through surfaces.
  • Health regeneration passive is now active for the duration of Burrow.
WIDOWMAKER
Interestingly, Widowmaker both benefits and suffers from the format changes; she visibly has an easier time focusing down her target, while being vulnerable to enemy focus-fire herself, discarding the fact said enemies can play multiple beefier heroes. With these changes, Widowmaker should see an increase in value for non-fully-charged and unscoped shots, especially used collectively with her other abilities, which, furthermore, improve her escapability and potential for map traversal.
Widow's Kiss
  • Ammo reduced from 35 to 30.
  • Aiming down sights now displays a laser towards the targeted location.
  • Now starts draining ammo after aiming down sights for 1 second, at a rate of 15 per second.
  • Ammo drain does not drop below 1.
Grappling Hook
  • Cooldown increased from 12 to 14 seconds.
  • Cooldown now scales with distance traveled, with a minimum cooldown of 7 seconds.
  • Now also grants a 30% movement speed boost for 1.5 seconds.
Venom Mine
  • Cooldown reduced from 15 to 12 seconds.
  • Now requires confirmation input with Primary Fire.
  • Cooldown shared with Venom Blow.
NEW! Venom Blow
  • New ability shared with Venom Mine.
  • Requires confirmation input with Secondary Fire.
  • Throw a venom bomb at the ground, damaging enemies and propelling yourself backwards.
  • Deals 55 explosion damage.
  • 3.5-meter explosion radius.

SUPPORT

ANA
Finding opportunities to deal damage as a support will be more essential with less players on the field. When it comes to Ana, her abilities have the potential to feel very oppressive, especially against certain heroes. This oppressiveness is now moderated for enemies, since multiple players can now mitigate it, but still gives Ana some impact; her Sleep Dart still provides ways to negate enemies and any follow-up aggression while alleviating some of the frustration for the opposing end.
Biotic Rifle
  • Ammo reduced from 15 to 12.
Sleep Dart
  • Cooldown reduced from 14 to 12 seconds.
  • Duration reduced from 5 to 2.5 seconds, with no reduced duration for Tank heroes.
  • Successfully putting a hero to sleep now cloaks Ana in a holographic veil for 5 seconds, becoming faintly visible and untargetable.
Nano Boost
  • Can now be used on Ana herself.
BRIGITTE
Shield Bash is a necessary repositionning tool for Brigitte, this change should allow her to rotate to and away from positions more easily. Additionally, Whip Shot's displacing utility is now enhanced to fully negate certain abilities.
Whip Shot
  • Now interrupts movement actions.
Repair Pack
  • Cooldown increased from 5.5 to 7 seconds.
Barrier Shield
  • Cooldown reduced from 5 to 4 seconds.
Shield Bash
  • Now grants a 30% movement speed bonus for 1.5 seconds.
ILLARI
Healing Pylon is an ability that helps Illari with her dueling potential; and due to its healing being halved on herself and recurrent buffs to the Damage Role passive, it can feel underwhelming at times. To alleviate this feeling, Illari now still has some sustain but requires a more active use, that also happens to be her escape cooldown. This should allow her to position on these aggressive angles while still being punishable if caught off guard.
Solar Rifle (Primary Fire)
  • Ammo increased from 14 to 15.
Solar Rifle (Secondary Fire)
  • Maximum duration reduced from 3.5 to 2.5 seconds.
  • Recharge time reduced from 3.5 to 2.5 seconds.
Outburst
  • Now restores 80 health over 2 seconds.
Healing Pylon
  • Cooldown when placed reduced from 7 to 5 seconds.
  • Cooldown when damaged increased from 3 to 5 seconds.
  • Max health reduced from 125 to 100.
JUNO
Juno excels at controlling the pace of a game to her team's advantage. Glide Boost remains a good repositioning tool but loses some value because Hyper Rift now allows her to practically be in multiple places at once, to set up on auspicious angles or even to escape, adding up to her arsenal.
Glide Boost
  • Cooldown reduced from 6 to 5.5 seconds.
  • Duration reduced from 4 to 3 seconds.
  • Now automatically cancels after using Hyper Ring or Hyper Rift.
Hyper Ring
  • Cooldown reduced from 14 to 12 seconds.
  • Now requires confirmation input with Primary Fire.
  • Cooldown shared with Hyper Rift.
NEW! Hyper Rift
  • New ability shared with Hyper Ring.
  • Requires confirmation input with Secondary Fire.
  • Juno creates a rift, connecting to another rift if one exists, allowing her to travel between the two points.
  • Cooldown of 2 seconds after placing a rift.
  • Cooldown of 8 seconds after traveling through a rift.
KIRIKO
Playing aggressively and setting up on off-angles will be encouraged with the removal of a player on each team. These changes reward selfish uses of Protection Suzu to stay and contest said angles, along with Healing Ofudas applying healing over time, minimizing downtime for Kunai throws but also allowing for windows of vulnerablity on Kiriko's allies.
Healing Ofuda
  • Ammo reduced from 10 to 6.
  • Healing per Ofuda increased from 13 to 15.
  • Now applies a heal-over-time effect of 90 over 3 seconds.
  • Effect does not stack but duration resets once reapplied.
Kunai
  • Ammo reduced from 15 to 10.
Swift Step
  • Cooldown increased from 7 to 11 seconds.
  • Maximum distance increased from 35 to 50 meters.
  • Cooldown now scales with distance traveled, with a minimum cooldown of 6 seconds.
Protection Suzu
  • Cooldown increased from 14 to 15 seconds.
NEW! Spirit Renewal (Passive)
  • New passive ability.
  • Kiriko's cooldown rates accelerate whenever she becomes intangible.
LIFEWEAVER
One of the most interesting parts of Lifeweaver is his ability to reposition allies to unusual spots and out of unfavorable situations. Life Grip usage as a means to solely move allies around is now prioritized and incentivized; it also introduces a way to lightly mitigate anti-heal effects. Overall, Lifeweaver's potential for mobility becomes the central point of his kit and enables him to focus on damage, which is now more prevalent.
Healing Blossom
  • Maximum range increased from 30 to 40 meters.
Petal Platform
  • Cooldown reduced from 12 to 10 seconds.
  • Health reduced from 300 to 250.
Life Grip
  • Maximum range increased from 30 to 40 meters.
  • Cooldown is now halved when the ally is either not healed or fully healed by Life Grip.
Rejuvenating Dash
  • Cooldown reduced from 5 to 4 seconds.
  • Healing reduced from 45 to 40.
Tree of Life
  • Health reduced from 1200 to 1000.
MERCY
The very passive nature of Mercy requires her to depend on allies' performance to achieve optimal value. While this is not an inherent issue, the removal of one of these allies significantly hinders her damage throughput and calls for an alternative granting Mercy more agency without disposing of her Caduceus Staff. Resurrect's worth is also affected by the team format changes and just doesn't fulfill its desired goals well enough, seeing its number of successful uses every game; Mercy now benefits from more consistent and widespread utility without completely detaching from her idendity as the "reviving" heroine.
Caduceus Blaster
  • Mercy can now perform a quick melee to fire remaining rounds as a channeled blast.
  • Projectile speed matches bullet speed.
  • Deals up to 60 explosion damage.
  • Explosion radius is 3 meters.
Caduceus Staff
  • Can now also release a Caduceus Blast by performing a quick melee, consuming Blaster ammo.
Resurrect
  • Removed.
NEW! Resurgence
  • New ability replacing Resurrect.
  • Imbue an ally with damage and movement speed boost while healing them over time.
  • Damage boost and healing values equate to 50% of those of Caduceus Staff.
  • Additionally heals 40 health instantly.
  • 25% movement speed bonus.
  • 6-second duration once activated.
  • Cooldown is 8 seconds.
Valkyrie
  • Activating Valkyrie near fallen teammates will now revive them.
  • 15-meter radius that requires line-of-sight.
  • 1.75-second cast time to resurrect.
  • 75% movement speed penalty disabling Guardian Angel while casting.
MOIRA
Moira's relevance among the support roster significantly drops the higher the level of play, as utility is often favored over raw healing. Her abilities' overall impact should remain quite the same in instances when Moira prevails as a choice over other heroes, yet increase when she does not.
Fade
  • Cooldown increased from 6 to 7 seconds.
  • Now restores biotic energy up to 25% of maximum resource.
  • Fading through allies now grants them 50% damage reduction and 50 overhealth for 1 second.
Biotic Orb
  • Cooldown increased from 8 to 10 seconds.
  • Damage orb cap increased from 200 to 300.
  • Projectile speed while not tethered increased from 20 to 25 meters per second.
Coalescence
  • Duration increased from 8 to 10 seconds.
NEW! Genetic Command (Passive)
  • New passive ability.
  • Healing or damaging heroes with Biotic Grasp and abilities affects their cooldown rates accordingly.
  • Allies have their cooldowns accelerated by 1s every 100 healing.
  • Enemies have their cooldowns slowed by 1s every 100 damage.

DETAILS

ABILITIES

Here is a preview along with details on some heroes' new abilities and changes, in order to fully grasp how they function in game.

DOOMFIST
  • Seismic Slam will knock up any enemy heroes hit. Additionally, if Doomfist is close enough to the target, he will also be knocked up.

HAZARD
  • Scratch (Passive) causes Hazard's spikes to apply damage over time, this includes Spike Guard, Violent Leap, Jagged Wall and Downpour. This effect can be cleansed by Protection Suzu, Zarya's Particle and Projected Barrier, healing from health packs or any phasing or cleansing ability that would remove damage-over-time effects.

  • This damage decays over time, dealing 30 over the first second, then 20 over the next and 10 over the last.

MAUGA
  • Cage Fight is now an ability, with a weaker and smaller barrier. Enemies can exit the cage but cannot go any farther. The ability can be canceled by either pressing the Ability 2 or the Ultimate key/button.

  • Volcanic Stamp is Mauga's new ultimate ability, knocking down enemies around him after stomping the ground, healing over time and creating shockwaves that both damage and slow enemies while healing him.

  • Volcanic Stamp cannot be used while Cage Fight is active.

ORISA
  • Any heat generated by the Augmented Fusion Driver can now be diffused by using Energy Javelin or Javelin Spin.

  • Javelin Spin's vertical momentum is now also affected by the increased speed when moving forward, meaning upwards momentum while looking up is increased.

  • Although specified that it no longer grants damage reduction, Orisa's Fortify technically still grants 25%, as the damage is now distributed over 4 seconds.

ROADHOG
  • Erratic Burst heals allies and damages enemies; allies receive increased healing and additionally heal when using Take a Breather, for 30% of its healing value. Enemies affected receive 30% increased damage from Roadhog's Scrap Gun and Whole Hog.

  • Enemies can remove this effect with Protection Suzu, Zarya's Particle and Projected Barrier or any phasing or cleansing ability that would remove negative effects.

ECHO
  • Sticky Bombs can now allow Echo to propel herself upwards, further accelerating her vertical momentum if used along with Flight.

  • Adaptive Shift grants Echo an invulnerablity period, replenishing shields and ammo and refreshing cooldowns. After which, she can transfer her consciousness to the targeted enemy, teleporting behind them, and resetting the ultimate for a duration if the target is eliminated.

  • Duplicate can remain Echo's ultimate if selected in the Workshop Settings, note that it will however not benefit from most of the other heroes' changes.

GENJI
  • Damaging enemy heroes with a quick melee, Genji's Wakizashi, causes them to take additional critical damage after a short delay. The damage will be halved if they cannot receive critical damage, like Orisa using Fortify, Wrecking Ball in Ball Form, etc.

  • Dragonblade and eliminations now reset Deflect's cooldown, this works similarly to how it affects Swift Strike. Additionally, if Genji earns an elimination using Deflect, its cooldown will be reset at the end of its duration.

VENTURE
  • Venture can shoot at their feet with Smart Excavator to effectively perform an enhanced jump, similar to Zarya's Particle Cannon, Pharah's Rocket Launcher or even Soldier: 76's Helix Rockets.

  • Using Drill Dash while burrowed causes Venture to pierce through terrain. This only occurs if the surface is a wall or an object as deep as 10 meters; Venture cannot drill through the ground or ceilings, they can still drill to a lower elevation if the surface being drilled through leads to one. While drilling, Venture remains invulnerable.

  • Players will receive a warning that Venture is drilling, revealing the position they will come out from.

WIDOWMAKER
  • The Widow's Kiss now displays a laser towards the targeted location while aiming down sights. After fully charging, ammo also starts draining down to 1.

  • Grappling Hook's cooldown now scales with the distance traveled using the grapple and grants a short movement speed bonus.

  • Venom Blow, the new ability shared with Venom Mine, allows Widowmaker to throw a venom bomb at the ground, damaging enemies caught in its radius, and propelling herself backwards and upwards. The ability can only be used on the ground.

ANA
  • Putting an enemy to sleep with Sleep Dart cloaks Ana in a holographic veil that renders her translucent. This will not trigger if she is hacked or hindered, or if the target isn't sleeping, meaning: if they are immune to crowd control effects or simply if Ana achieves the killing blow with Sleep Dart.

  • Ana's healthbar and outlines are also hidden to enemies while cloaked. Additionally, enemies attempting to target Ana with targeted abilities will result in the ability not succeeding if a cast or charge time is required, but doesn't necessarily prevent them from targeting her in the first place.

  • Similar to Sombra's Stealth, Ana's veil drops the moment she takes an offensive action, which includes: shooting with Biotic Rifle, using Biotic Grenade or Nano Boost, performing a quick melee and emoting.

JUNO
  • A Hyper Rift can only be traveled through when both are active at once. Juno and her team will receive a message when they are both active, similar to Symmetra placing a Teleporter or Widowmaker using Infra-Sight. Allies cannot, however, travel through a Hyper Rift.

  • If two rifts already exist, placing a new one will replace the one that was placed first. And traveling through a Hyper Rift destroys the enter point, not the exit point.

  • Juno cannot place a Hyper Rift while in the spawn room. But rifts stay active after respawning and do not disappear after dying.

LIFEWEAVER
  • Life Grip's cooldown will be halved if the ally is not healed by it or if it heals them to full, also meaning if their health was already full or if they are affected by healing-negating effects such as Ana's Biotic Grenade or Junker Queen's Rampage.

MERCY
  • Performing a quick melee now fires a Caduceus Blast, shooting all remaining rounds as a channeled blast, consuming ammo. If fired while wielding Caduceus Staff, the blast will become available to fire again after the automatic reload, which lasts 1.4 seconds.

  • Because the Caduceus Blast projectile shares the same properties as the Blaster projectiles, it can repeatedly be fired at increased speed during Valkyrie.

  • Resurgence only requires line of sight to the teammate to cast the ability. Once the ability starts casting, it will complete even if the ally leaves line of sight.

  • If Mercy happens to have another Resurgence available on cooldown, using it on an ally will prematurely end the one that's already active.

  • Healing from Resurgence and Caduceus Staff do not stack. If the ally is also being healed by Caduceus Staff, healing-over-time will pause and resume once the ally stops being healed.

  • If Valkyrie is available and any fallen allies are in range, and line-of-sight, Mercy will receive a prompt to revive them. Activating Valkyrie will then revive those allies after a 1.75-second cast time unless Mercy gets interrupted or eliminated. Mercy can still use weapons and abilities while casting, except for Guardian Angel, and suffers a movement speed penalty.

MOIRA
  • An ally can only fade once every use of Moira's Fade.

  • Similar to Sombra's Stealth, Moira will see a ring displaying the range required for an ally to fade with her (can be disabled in Workshop settings).

  • Genetic Command, Moira's new passive, affects cooldown rates based on damage and healing from Biotic Grasp, Biotic Grasp (Secondary Fire), Biotic Orb and Coalescence. Moira herself is also affected, so healing from Biotic Grasp (Secondary Fire), Biotic Orb and Coalescence will accelerate her cooldowns.

  • Enemies affected by Genetic Command will have their cooldowns slowed. However, if an ability is off cooldown, it will not be put on cooldown.

IN-GAME INFORMATION

Players can check the changes listed above by pressing the Interact key/button while in spawn. The message displayed will disappear either when Interact is pressed again or when the player leaves the spawn room or switches heroes.

WORKSHOP SETTINGS

In order to adjust some abilities and values to your liking, go to Settings from the custom game lobby, then Workshop Settings. From there, change the desired settings; this affects every player in the game.

WORKSHOP SPECIFICATIONS

Miscellaneous details that help better understand the intricacies of this workshop gamemode.

ABILITIES

Some abilities and their audio/visual cues function differently because of how they were implemented through the workshop.

  • Both Cage Fight and Volcanic Stamp cue Mauga's ultimate voice line, because Cage Fight still technically remains his ultimate according to the game.
  • Widowmaker and Juno can choose between different abilities by using Ability 2. This will play the ability's sound cue once they open the choice menu (Hyper Ring for Juno, and Venom Mine for Widowmaker).

Players might encouter some issues if they are using customized settings instead of the default ones, such as Toggle to [...], Hold to [...] or [...] requires confirmation to name a few.
If some abilities aren't working properly, I suggest putting on the default setting when playing the gamemode.

SKINS

Skins are disabled by default to ensure that some abilities function properly (as listed below) since only so many bots can spawn at once if the hero or skin is different from the player.

You can always enable them in Settings > Modes > All > General, but then make sure to tell players not to pick Mercy, Sombra, etc. otherwise they might be unpleasantly surprised when they realize their abilities don't work.

DUMMY BOTS

A player with the "■" username may appear on the scoreboard or in the killfeed. These are not meant to be taken into account, they are simply dummy bots that spawn in to complete a certain task.

  • Sombra uses a dummy bot to check for players on the objective while in Stealth.
  • Mercy uses dummy bots in multiple instances; she requires a dead teammate on her team to use Resurrect, which is the animation used for Resurgence. She also uses dummy bots when reviving teammates with Valkyrie, however these ones take on the player's username.
  • Ana uses a dummy bot to use Nano Boost on herself.

THANKS

Thank you to anyone who took the time to read all of this, and simply to anyone playing the gamemode.
I appreciate all the support coming from this very passionate community. This was a joy to create.

I would like to remind everyone to continue playing and sharing workshop gamemodes if you have fun playing and care about them. The workshop has unfortunately not received proper care in a long time and it has made it difficult to work with (no proper updates for new heroes, bugs piling up, etc.).

Any support shows Blizzard that we do care about community-made content!
Helping it thrive would not only incentivize workshoppers to continue creating, but also remind Blizzard that they have collaborators to create content with. That also means more content that prioritizes and centers players, and maybe even features in the Arcade like we once had with CactusPuppy's gamemode (one can only hope).

Anyway, this is where I sign out, do not hesitate to leave a comment if you need help with something regarding the gamemode.

Thank you again, have fun playing!



SOURCES

The Patch Notes HTML source code can be found here.
The hero portraits and ability icons are from both the official patch notes and the Overwatch Wiki.
Some in-game icons were used thanks to Labbed's workshop gamemode "TX Browser".

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